Author Topic: New WOD-X original maps!  (Read 7246 times)

Offline NIN-IceFox

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New WOD-X original maps!
« on: December 12, 2014, 07:06:31 AM »
Contained in this thread will be posted maps made originally for WOD-X either by myself or other contributors designing directly for this mod.

they can be found on Whales Eye 74.86.171.203:27910

The following maps in this post I have made myself from scratch using Trenchbroom.

kitsune2 (The pressure chamber by Kitsune) to check out, connect to the whales eye server and enter "vote map kitsune2" in the console.






kitsune3_water (The water plant by Kitsune) to check out, connect to the whales eye server and enter "vote map kitsune3_water" in the console.

Note: Like my first map, this one contains a couple design homages to the N64 version of Quake II!






kitsune4_beta (Throne room by Kitsune) to check out, connect to the whales eye server and enter "vote map kitsune4_beta" in the console.

Note: While it mistakenly has beta in the name, the map itself is in fact finished for now. I find this to be my most visually impressive map yet.






cabin_xmas (Christmas cabin by Kitsune) to check out, connect to the whales eye server and enter "vote map cabin_xmas" in the console.






kitsune_pirate_bay (The pirate bay by Kitsune) to check out, connect to the whales eye server and enter "vote map kitsune_pirate_bay" in the console.





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Offline sonny

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Re: New WOD-X original maps!
« Reply #1 on: December 12, 2014, 11:59:41 AM »
Nice.
I always wanted to make maps that I wanted to play, but found the Quark editor to be very frustrating to learn and time consuming so I just gave up.
Some of these look very unique and I can't say there's anything quite like it on other servers, especially the lower ones that look fresh  :o

Maybe you can post some info how to make stuff like this or explain your workflow.
I guess I'm wondering if anyone can do it, and how easy it would be to get started?

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Offline NIN-IceFox

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Re: New WOD-X original maps!
« Reply #2 on: December 13, 2014, 08:53:16 AM »
Nice.
I always wanted to make maps that I wanted to play, but found the Quark editor to be very frustrating to learn and time consuming so I just gave up.
Some of these look very unique and I can't say there's anything quite like it on other servers, especially the lower ones that look fresh  :o

Maybe you can post some info how to make stuff like this or explain your workflow.
I guess I'm wondering if anyone can do it, and how easy it would be to get started?

Thanks =^.^=, I would say at this point due to Trenchbroom, making the map geometry itself is the easiest thing about the whole process! The tricky part is understanding Q2's mapping limitations, how to compile, light and understanding how all those things interact. For a brief idea, you can check out these two threads about when me and null found this editor and trenchbroom help documentation, and I got into mapping for the first time without ever having done so before and ended up making a rather complex map like the above within a week! And I'm not a very quick learner when it comes to stuff like this in most cases, though it helped I had some knowledge about how lighting and compiling works due to map mixer, which is the hard part, but if you do lots of reading up, you'll eventually start to pick up on how things are done!

http://leray.proboards.com/thread/3529/trenchbroom-simplest-editor-quake2-addon
http://forum.tastyspleen.net/quake/index.php?topic=21859.0
http://kristianduske.com/trenchbroom/docs/

And for in depth technical info this is a great read about how to do things like lighting, vis, and compiling etc.

http://panjoo.tastyspleen.net/rust/quake2tutorials.html

Just keep in mind, certain things aren't possible yet in trenchbroom like applying surface/brush flags, grouping and so on, once I completed the map itself in Trenchbroom, I copied that map file to a new one and opened in Quark for instance solely to do that, but once you've mastered Trenchbroom in a few days, it shouldn't be so intimidating anymore to at least do that step! Best of luck! All you have to do is never give up and you can map like the best as long as you have a good idea of what you want to make, what plays well, and understand what the game can handle!
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Offline NIN-IceFox

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Re: New WOD-X original maps!
« Reply #3 on: December 25, 2014, 01:49:15 AM »
kitsune_pirate_fortress (The pirate fortress by Kitsune and Null) to check out, connect to the whales eye server and enter "vote map kitsune_pirate_fortress" in the console.

Notes: This is a joint update of a previous map with me and null, and with some extra holiday cheer!









kitsune_deep_freeze (Ice arena by Kitsune) to check out, connect to the whales eye server and enter "vote map kitsune_deep_freeze" in the console.

Notes: use side step techniques to gain great velocity on the ice to make great jumps on the ramps! Also includes holiday cheer!






And lastly a minor update to an older maps override cabin_xmas

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Offline MRE

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Re: New WOD-X original maps!
« Reply #4 on: December 25, 2014, 06:59:59 PM »
one of my favorite mods!
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Offline NIN-IceFox

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Re: New WOD-X original maps!
« Reply #5 on: June 01, 2015, 03:17:22 AM »
Hey all, been a while, but been making numerous more maps, which will also be posted soon and featured here! For now here is one of my newest and most intricate works yet in mapping, it's still needing some work but it's come along pretty well and can  be played now on Whale anytime by entering "vote map kitsune_palace_beta"  in the console. Please post any constructive feedback or suggestions!








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Offline NovaReaper

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Re: New WOD-X original maps!
« Reply #6 on: June 01, 2015, 08:44:18 AM »
Thanks for all the maps, I've loved playing this mod since the mid 2000's, great to see it's having a small resurgence
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Offline quadz

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Re: New WOD-X original maps!
« Reply #7 on: June 01, 2015, 07:13:41 PM »
Nice work, are you still using TrenchBroom?

"He knew all the tricks, dramatic irony, metaphor, bathos, puns, parody, litotes and... satire. He was vicious."

Offline NIN-IceFox

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Re: New WOD-X original maps!
« Reply #8 on: June 01, 2015, 11:04:46 PM »
Nice work, are you still using TrenchBroom?

Thanks Quadz! Yes I am, although a beta version call Trench Broom 2 that does have native Quake 2 support I received. Though the author of it is currently on hiatus from work on it till fall I last heard. It's awesome even incomplete! It completely blows all other editors out of the water.
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Offline NovaReaper

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Re: New WOD-X original maps!
« Reply #9 on: June 03, 2015, 09:04:29 AM »
does anybody else remember those abstract maps with the neon textures with all sorts of features (could walk through some walls, low gravity in some maps, bouncing items) that were in rotation in the LoX server almost 10 yrs ago? just curious  :afro:
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